Adds Gen 1 Synths, Mr Handys, Super Mutants, and Human Children as potential settlers
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File credits
FO4Edit
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Changelogs
Version 1.1
Figured out how to get the new settlers to spawn on their own
Version 1.0
Original file, settlers don't spawn on their own yet
WARNING: THIS MOD HAS BUGS. IT IS OLD, AND WILL LIKELY NOT BE UPDATED. USE AT YOUR OWN RISK. I've unhidden the mod due to some requests to do so, but I just don't have the time to fix it for anyone who isn't already used to what it was when I first created it. I have never used it with DLC as it was made before the DLC came out, I have no idea if it works with DLC or not. If you're not using other old mods that depend on this one, please consider using an alternative instead! The rest of this page has not been edited since 2015.
I'll update this eventually with the CK. Abandoned for now.
PLEASE PLEASE PLEASE TELL ME IF THIS MOD CONFLICTS WITH A MOD YOU WANT TO USE WITH IT. I CAN MAKE A PATCH IF I KNOW THAT THE CONFLICT EXISTS. If you don't tell me about it, I'm not going to know!
If you want to spawn them, check your load order for the first two hex digits, and type this in the console: (First is super mutant, second is mr handy, third is synth, fourth is female child, fifth is male child) player.placeatme xx000800 player.placeatme xx000801 player.placeatme xx000802 player.placeatme xx000803 player.placeatme xx000804 But change the xx for your load order hex digits. Open the workshop and tell them to move to wherever you want them to gain them as settlers.
They most likely do NOT have any dialog currently. The only voiced dialog for the settler lines is in male/female human and ghoul form.
Post in the comments if there's anything bugged.
Working on: - Gen 2 Synth settlers - Merging with Child Settlers (it's also my mod) - Fixing some AI problems (not entirely sure I can fix them) - An installer so you can CHOOSE which settlers you want added, and only those will be installed, fully compatible with each other.